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@@ -176,7 +176,7 @@ public class StoryM : MonoBehaviour {
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Spawn(Spawner.EnemyType.Shooter, 1);
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Spawn(Spawner.EnemyType.Shooter, 1);
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Spawn(Spawner.EnemyType.Mover, 1);
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Spawn(Spawner.EnemyType.Mover, 1);
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SetStoryText("加油,教程结束了!", "There you go, that's end of the tutrial!");
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SetStoryText("加油,教程结束了!", "There you go, that's end of the tutrial!");
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- yield return StartCoroutine(WaitUntilClear(1, 10f, "仔细一看,这个角色的手上连枪都没有……", "Hmm... He does not even have a gun in his hand after a closer look."));
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+ yield return StartCoroutine(WaitUntilClear(1, 8f, "仔细一看,这个角色的手上连枪都没有……", "Hmm... He does not even have a gun in his hand after a closer look."));
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if (Player.hp < 3) {
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if (Player.hp < 3) {
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Player.hp = 3;
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Player.hp = 3;
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Spawn(Spawner.EnemyType.Mover, 1);
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Spawn(Spawner.EnemyType.Mover, 1);
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@@ -200,7 +200,7 @@ public class StoryM : MonoBehaviour {
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SetStoryText("这里一个骰子都没有!", "Not a single dice here!");
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SetStoryText("这里一个骰子都没有!", "Not a single dice here!");
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arrowMax = 0;
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arrowMax = 0;
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Spawn(Spawner.EnemyType.Mover, 1);
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Spawn(Spawner.EnemyType.Mover, 1);
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- yield return StartCoroutine(WaitUntilClear(0, 6f, "切题呢?作者到底咋想的?", "What's the point? What's wrong with this author?"));
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+ yield return StartCoroutine(WaitUntilClear(0, 5f, "切题呢?作者到底咋想的?", "What's the point? What's wrong with this author?"));
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noDifficulty = true;
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noDifficulty = true;
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yield return StartCoroutine(WaitForStoryText("要不然这样,我们随便拿个东西,把它弄成骰子算了", "How about we just grab something and make it a dice?"));
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yield return StartCoroutine(WaitForStoryText("要不然这样,我们随便拿个东西,把它弄成骰子算了", "How about we just grab something and make it a dice?"));
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yield return new WaitForSeconds(2f);
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yield return new WaitForSeconds(2f);
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@@ -216,9 +216,9 @@ public class StoryM : MonoBehaviour {
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IEnumerator Stage5() {
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IEnumerator Stage5() {
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arrowMax = 0; noDifficulty = true;
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arrowMax = 0; noDifficulty = true;
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yield return new WaitForSeconds(1f);
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yield return new WaitForSeconds(1f);
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- yield return StartCoroutine(WaitForStoryText("噔噔噔……!", "Pow!"));
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+ yield return StartCoroutine(WaitForStoryText("噔噔噔……!", "Pow!")); //TODO: t 这是在说骰子的音效
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yield return new WaitForSeconds(7f);
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yield return new WaitForSeconds(7f);
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- yield return StartCoroutine(WaitForStoryText("你看,这就是天才制作的骰子", "See, what a master piece!"));
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+ yield return StartCoroutine(WaitForStoryText("你看,这就是天才制作的骰子", "See, what a master piece!")); //TODO: t 是骰子!
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yield return new WaitForSeconds(1.5f);
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yield return new WaitForSeconds(1.5f);
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Spawn(Spawner.EnemyType.Mover, 1);
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Spawn(Spawner.EnemyType.Mover, 1);
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if (Player.hp < 3) {
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if (Player.hp < 3) {
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@@ -232,7 +232,7 @@ public class StoryM : MonoBehaviour {
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IEnumerator Stage6() {
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IEnumerator Stage6() {
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arrowMax = 1; noDifficulty = false;
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arrowMax = 1; noDifficulty = false;
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Spawn(Spawner.EnemyType.Mover, 3);
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Spawn(Spawner.EnemyType.Mover, 3);
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- yield return StartCoroutine(WaitUntilClear(1, 8f, "骰子有六面,按键有六个,完美!", "Six sides to six buttons, perfect!"));
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+ yield return StartCoroutine(WaitUntilClear(1, 6f, "骰子有六面,按键有六个,完美!", "Six sides to six buttons, perfect!"));
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Spawn(Spawner.EnemyType.Shooter, 1);
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Spawn(Spawner.EnemyType.Shooter, 1);
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yield return StartCoroutine(WaitForStoryText("感觉如何?", "How do you feel?"));
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yield return StartCoroutine(WaitForStoryText("感觉如何?", "How do you feel?"));
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arrowMax = 3;
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arrowMax = 3;
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@@ -241,7 +241,7 @@ public class StoryM : MonoBehaviour {
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yield return StartCoroutine(WaitForStoryText("但如果给你太多骰子,那岂不是显得它很……普通", "But if I give you too many dices, it will look... ordinary."));
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yield return StartCoroutine(WaitForStoryText("但如果给你太多骰子,那岂不是显得它很……普通", "But if I give you too many dices, it will look... ordinary."));
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arrowMax = 1;
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arrowMax = 1;
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Spawn(Spawner.EnemyType.Mover, 1);
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Spawn(Spawner.EnemyType.Mover, 1);
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- yield return StartCoroutine(WaitForStoryText("不如让我们先等等,我先给你看看之前说的新敌人", "Why don't we wait while I show you the new enemy we were talking about..."));
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+ yield return StartCoroutine(WaitForStoryText("不如让我们先等等,我先给你看看之前说的新敌人", "Why don't we wait while I show you the new enemy we were talking about...?"));
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SetStoryText("额……就是换皮的那个", "Ugh... That monster with new skin!");
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SetStoryText("额……就是换皮的那个", "Ugh... That monster with new skin!");
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Spawn(Spawner.EnemyType.Mover, 1);
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Spawn(Spawner.EnemyType.Mover, 1);
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yield return StartCoroutine(WaitUntilClear(1, 6f, "别抱太大期望就是了……", "Just don't hope too much on that..."));
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yield return StartCoroutine(WaitUntilClear(1, 6f, "别抱太大期望就是了……", "Just don't hope too much on that..."));
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@@ -251,15 +251,39 @@ public class StoryM : MonoBehaviour {
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arrowMax = 0; noDifficulty = false;
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arrowMax = 0; noDifficulty = false;
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yield return StartCoroutine(WaitForStoryText("让我找找它在哪……", "Hold on... I can't find where it is."));
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yield return StartCoroutine(WaitForStoryText("让我找找它在哪……", "Hold on... I can't find where it is."));
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yield return new WaitForSeconds(1.5f);
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yield return new WaitForSeconds(1.5f);
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- SetStoryText("卧槽!小心!", ""); // TODO: t
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- for (int i = 0; i < Mathf.Max(6, 15 - deathInStage); i++) {
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+ SetStoryText("卧槽!小心!", ""); // TODO: t 这里说的是要掉下来一堆圆锯片了
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+ for (int i = 0; i < Mathf.Max(6, 15 - deathInStage * 2); i++) {
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Spawn(Spawner.EnemyType.Mover, 1);
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Spawn(Spawner.EnemyType.Mover, 1);
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yield return new WaitForSeconds(0.4f);
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yield return new WaitForSeconds(0.4f);
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}
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}
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yield return StartCoroutine(WaitForStoryText("我把圆锯片的仓库弄漏了……", "I mix up the wrong repository for circular saw blades..."));
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yield return StartCoroutine(WaitForStoryText("我把圆锯片的仓库弄漏了……", "I mix up the wrong repository for circular saw blades..."));
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yield return StartCoroutine(WaitForStoryText("明明打算之后用来做点装饰的,唉", "Awww... I was gonna use it for decoration later."));
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yield return StartCoroutine(WaitForStoryText("明明打算之后用来做点装饰的,唉", "Awww... I was gonna use it for decoration later."));
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+ yield return StartCoroutine(WaitUntilClear(6, 6f, "出了这么大问题,玩家给游戏打差评怎么办?", ""));
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+ if (Player.hp < 3) {
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+ Player.hp = 3;
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+ yield return StartCoroutine(WaitForStoryText("我帮你回个血吧……唉,惹麻烦了……", ""));
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+ } else {
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+ yield return StartCoroutine(WaitForStoryText("唉,惹麻烦了……", ""));
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+ }
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+ yield return StartCoroutine(WaitUntilClear(2, 6f, "我的锯片……", ""));
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+ yield return StartCoroutine(WaitForStoryText("要不然……我再给你一颗特制按键骰子™作为补偿?", ""));
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+ yield return new WaitForSeconds(1f);
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+ InputM.DropDice(new List<InputM.KeyType>() { InputM.KeyType.Left, InputM.KeyType.Right, InputM.KeyType.Crouch }.RandomOne());
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+ SetStoryText("你的补偿来了!", "");
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+ stageCompleted = true;
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+ }
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+ IEnumerator Stage8() {
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+ arrowMax = 0; noDifficulty = true;
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+ yield return StartCoroutine(WaitUntilPickDice(5f, "难道说你不喜欢特制按键骰子™吗?别吧", ""));
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+ stageCompleted = true;
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+ }
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+ IEnumerator Stage9() {
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+ arrowMax = 1; noDifficulty = false;
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+ yield return new WaitForSeconds(7f);
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+ yield return StartCoroutine(WaitForStoryText("唔,看起来特制按键骰子™的威力还挺大", ""));
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}
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}
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+
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int arrowMax = 0; float arrowTime = 4f;
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int arrowMax = 0; float arrowTime = 4f;
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IEnumerator ArrowSpawner() {
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IEnumerator ArrowSpawner() {
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while (true) {
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while (true) {
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